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SoldierBoy

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About SoldierBoy

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    Freshly Spawned
  • Birthday 07/28/1995

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  • Gender Male
  • Location On the couch, Vidin, Bulgaria
  • Interests Games, firearms, warhammers. Oh, Biology and Chemistry too.

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  • Skype martinpetrov1995
  1. Good tip, it's been added to the guide. Also, thinking about it, what would happen if you throw in additional ore, flux and charcoal while the blast furnace is pouring the molten iron into the crucible. Would the ore not get accepted or if it does, would it cool down the furnace or bug out and immediately become molten. I'll have to check sometime.
  2. Before I begin, I would like to point out that I'm aware that guides such as this one already exist. I'm making this because I decided to share my knowledge and experience with TerraFirmaCraft to other players, who might learn something they didn't know and vice versa, as well as hearing opinions on how well I have learned the ways of the TerraFirmaCrafter.If you want to use your own wits to survive, this guide isn't for you.It should be noted that this guide is oriented towards new players, who would like to get a "slight" insight on what to do in their first playthrough of TFC or are having problems surviving and progressing in their current one. But any player, expert or not, may learn something, share his ways of doing things, give an opinion or point out any mistakes I've made. I'm accepting all critism, as long as it's constructive, helpful and has to do with making this guide better. I'll make sure to correct or add stuff if I remember to and get my lazy arse to work. Studying biology and chemistry is a time-consuming process, but I'll to my best.This is not a too in-depth guide (I think...). Instead it tries to show only the main points in a normal TFC playthrough. The tips and tricks however, do show some detailed explanations. I'm also not going to show any crafting recipes, as those are listed on the wiki. As Bioxx said, this mod isn't a number-crunching mod like others (FTB,Technic) and he doesn't want people to rely on strict numbers and (mathematical) rules. I'll try to keep it that way.Now, I'm using several mods , with which I try to expand or enchance my gameplay. All of them are optional, of course. This guide doesn't require any mods, but it does have information, connected to them. I'm not going to explain how these mods are installed, but I assure that they all work together perfectly. The mods I use are:Optifine This mod is a necessity for me, even if my rig is able to run TFC with no problems. I just like having the additional options available. On the other hand, anyone who has problems running the mod with desirable FPS or has choppy gameplay should try it out. Inventory Tweaks This is another mod that I usually have installed. In TFC it has a limited use, because you can't sort chest inventories for some reason, and it's a bit fiddly when it comes to automatically placing a new stack of logs on your hotbar. Tools and other things work fine. NotEnoughItems Yet another default mod for me. It's very convenient, recipes for the 2x2 or 3x3 grid work, but you'll rarely use them anyway. Nothing else to say about this one. VoxelMap Zan's or Rei's minimap works too, but I like VoxelMap more for some reason. I'm not sure how stable the other maps are (I have only read about some issues, not sure if still they're still present) but this one works flawlessly. The cave mode works fine (Yes, I'm cheap and I use it sometimes).If you are going to use VoxelMap and you don't want the (annoying) beacons, you can disable them from the options (Check your control options to find the map menu button and change it if needed. Defaults to M). Radar mode defaults to on. I disable mine for obvious reasons, but the choice is up to you. SmartMovement I just love this mod. Makes me feel a lot more athletic and helps with moving about. Some players complain that it makes the mod too easy, but I have no problem with that. Also, as I mentioned, I'm a rather lazy person.Difficulty mode defaults to Medium. This adds an energy meter, which is depleted when jumping while sprinting or doing power jumps. Can be changed with a button (See Control Menu for reference). StrongCraft This little jewel pack of mods adds some new mechanics for crafting, a non-OP way for looking for ore, new bows and smithing recipes. Adds another layer of depth to the game. Very optional as it makes some changes to the game, such as different types of sticks and new ways to make bows and arrows.The features I have off are Encumbrance and Stick piles. Now, with all that said, off we go to the guide section. General area requirementsUnlike vanilla Minecraft, in TFC the resources you need for your progression are not always in a single area. Sometimes you need to go out of your way, looking for materials, some of which prove to be essential. You're not going to find all of them in the close proximity of your future settlement. If you are lucky, you might have a big portion of them, but it's a rarity to have all of them (If you do find a spot like that, go to the lottery immediately). While looking for a good spot ("Settlement area selection" Next section, Point 1) scout out for any of these and try to position yourself as closly as possible. Remember and/or mark any finds you need that are far away. The size of my area is usually my view distance (Normal). Yours may vary.The things you need to look out for are: 1. Stone and tree types. For trees, you should look for big "cheap" trees (Or as I call them, "Charcoal" or "Kiln" trees). Such trees are kapok, sequoia and willow. Out of the three, only willows drop saplings, and are the perfect trees for a tree farm. But kapok and squoia forests are a great source of large amounts of logs.For now it is advised to cut down only sequoias with small leaf caps due to a crash, or you can remove the leaves a litte by little (Creative mode or using ladders).Optionally you could look for other trees that produce asethetically pleasing (To you) planks to be used as a construction material. Burn temperature and length are somewhat irrelevant, but again, the choice is yours. Trust me, filling up those charcoal pits is hard!For stones you should look for areas where the pebbles on the ground are an Igneous type of stone (Check the wiki for reference). Those make the most durable stone tools. The cobbles on the surface show the type of the first layer of stone underneath.Since ores spawn in specific stone types it is advised to choose carefully (Check the wiki to learn about ores and their respective stone types).Another thing is to mark any flux producing stones for later use. 2. Clay, Tallgrass, Sand and Gravel Not much can be said about clay and tallgrass. Clay is used in making pottery and other important things. It's usually found in water or covered with grass. Finding clay covered with grass is done by looking for a specific type of yellow flowers (Not dandelions). They grow only on clay. Tallgrass can be harvested with a knife/scythe for straw. Breaking tallgrass with other means has a chance to drop any type of seeds. Gravel has a chance to drop flint and that can be used to create flint and steel. Other use for gravel is to be dropped in a sluice for a chance of finding ores. Sand is cooked into glass, which is purely for making windows. In Strongcraft though, glass has other uses as well. 3. Ponds, Lakes and Rivers All bodies of water will do, but I prefer inland ones, such as the aforementioned three. Make sure you have one close by for drinking. If you are going to use sluices, then make sure you have a body of water with a wide and preferably flat shore. As for farms, you can either make it beside an ocean, or fill a little pond with dirt, leaving strips of water so your farmland has access to water. You can find indepth guides on making a farm around the forum. 4. Animals and Plants (Vegetables) While looking around you may come across some animals. It's up to you to choose if you are going to slay them for food or keep them for later breeding. Since animals drop a reasonable amount of meat, you can hunt only some of them, while marking animal pairs of male and female animals for breeding. If you see any different looking plants than tallgrass and flowers, it's probabbly some sort of vegetable. Harvest those (No need for tools) and use them as food. Later you can extract the seeds and grow more of them, but that's after you have enough food to survive. 5. Surface ores As you go around breaking rocks, make note of areas where the cobbles sometimes drop some kind of ore. Mark them in any way you find suitable (I use the VoxelMap).You should mainly look for stones that drop copper, but any type of ore is important. Continue looking for surface ore when you can and collect it for later use. General Starting Guide - Settling down (Stone age) 1. Settlement area selection Your immediate area doesn't have to meet all of those requirements to be a good spot to settle down. You may not find one on your first day. Make a temporary hole in the ground or wall and wait through the night. Then continue searching. It usually takes 1-2 ingame days to find a good one. Also, by the time you find it, you should've already collected some cobble and food, as well as marked some ore, clay or tree spots.The most important thing to have close by is a body of water.After you find a good spot for a house, make a simple abode (Again, a hole) close by. 2. Stone tools/Basic resources After you've found a proper spot to settle down, you should start gathering some basic resources. Make some tools (If you haven't already) from the cobbles you collected.A basic toolkit consists of an axe, a knife and a shovel. Collect some logs, straw and optionally more cobbles. Make thatch blocks out of the straw and cobblestone out of the cobbles. 3. Shack construction With the materials you have, make a simple shack that has enough space for you, a bed and 2-3 double chests. Size is optional, but no smaller than that. Otherwise you might have to keep the chests outside. Place logs or cobblestone for walls and use thatch for roofing.There are some tutorials on the forums for making dug-in and other types of houses. 4. Food/Water/Storage Now that you have a proper house, you can start adding some "facilities" around it. First thing you should do is make 2-4 kilns. No need for anything fancy. Holes in the ground will do just fine. If you have clay, make some jugs and vessels and fire them in the kilns. The kilns take almost a day to complete, so while waiting, do something else, like gathering some more food and cobbles if needed.When your pottery is complete, fill the ceramic jugs with water and use that to replenish your thirst meter. Take note they have a chance to break with every use so make sure to have some more clay ready. The vessels you've made you can use as storage. A single block can hold 4 vessels, so that gives you 16 slots for small/tiny items. 5. Ore gatherting/Marking ore spots As before, continue looking for ore-dropping cobbles and mark the spots, until you think you have enough ore and you have found atleast tin and copper. 6. Kiln smelting/Preparing Clay Forms When you have a decent amount of nuggets, go and use clay to make some ingot and tool molds and fire them in the kilns. Plan ahead what tools you're going to make. Smelt the nuggets by placing them in a vessel and firing it in a kiln. Either make pure copper or one of the alloys.It is advised to refrain from making copper tools if possible and making an alloy right away. Otherwise make copper tools. General Progressing Guide (Copper/Bronze Age) 1. Tool choice After you've smelted your copper/bronze and have some molds ready, transfer the liquid metal from the vessel to the ingot molds and from there to the tool molds. After you've done that, extract your ready tool heads and craft the tools.The first tool I usually make is a saw so I can craft chests and doors. Another tool you should make is a chisel, so you can gather chiseled stone for an easy building material. Use stone hammers when chiseling. 2. Smelting area and bloomeries When you have tooled yourself up, you can start preparing for the next tier of metal - iron. First thing you should do is clear an area and place some kind of flooring, like wood or stone. There you'll put your bloomeries.Bloomeries are a bit expensive at first, requiring a good amount of ingots. My personal advice is to use bismuth bronze, since it requires less copper to create.Since you have a pick, go and collect the smooth version of an igneous stone.Thats going to be your first anvil. Also, if you have flux producing stones, crush them with a hammer and store the flux. 3. Peparation for mining Having metal tools, and especially picks, you can go mining, but it's good to gear properly before going. It's a dangerous world outside. Make more pickaxes, a sword and a bow if possible. Torches, food, water, chests and tool racks are also needed.As for protection (I'm sure you would like some already) you can either make leather armor or go a little further and make metal armor. Going for a leather/metal hybrid where only the chestplate is metal is a good idea, since it takes the most damage and protects you the most. 4. Creating ore outposts Now that you're geared up, you can finally go mining (And about time if you ask me). Go to any of the ore areas you've found and build a small structure close by - your ore outpost. In it place the chests and tool racks you took with you. Store any currenty unneeded tools and materials. Then start making either a spiral staircase or use ladders in the ore area to descend down into the terra firma. Not to deep below you should begin finding traces with your ProPick. Good luck! 5. Mining process (Tunneling and Spelunking) Mining for resources is a gruelling and time consuming process, so coming prepared is a necessity. Get ready for spending several ingame days underground. The two types of mining are spelunking and tunneling.Spelunking consists of running around natural caves and ProPicking the walls, floor and ceiling while checking for those elusive ores and minerals. When you get a reading you can start tunneling (Or start tunneling from the beginning, without finding caves first).Every player's technique is different. The one I use is a bit slow, but thoroughly covers the area. Choose your starting point for tunneling and place a torch. Then mine 6m (6 blocks) long corridors horizontally forward, left and right and leave torches at the ends. After that, return to the starting torch and mine 6m long corridors diagonally down in the same directions. Place torches in those ends as well. That way you can go in the horizontal corridors and continue digging on the same level, or descent 6 blocks down by going into the lower corridors. The way of getting in the upper corridors is by either using SmartMovement and grab onto the ledges, or place a ladder on the first block of the horizontal corridor. 6. Getting coal At some point you should've found bituminous coal or lignite. Collect some of that and bring it home later. Using coal you can make forges, which are needed for some metalworking processess and also serve as an upgrade to the firepit. It's a great relief being able to cook and make torches several times faster. General Thriving Guide1. Making charcoal pits (And preferable sizes) If you already have charcoal skip this step. If not, after coming home with iron-bearing ore you probably want to smelt it right away. But to do that you first need to make some charcoal to be used in the bloomeries you previously made. Charcoal is made in charcoal pits, after filling them with wood and burning them in an enclosed space.For a single player, it's best if the charcoal pit isn't larger than 3x3x3 or 3x4x3, but the choice is yours. Just bear in mind that a 3x3x3 pit takes a 3/4 full player inventory to be filled up. After it's done and you shovel out the charcoal you can finally fire up your bloomeries and start making some wrought iron. 2. Making farms At some point you may find yourself staying mostly in your home, hammering away at metal. If you feel like your food resources could deplete at some point, it's a good idea to make farms, be it animal or vegetable/cereal farms. Keep in mind that plants take a long time to grown (Around 4 months) before being ready for harvest. If you aren't playing alone, make sure to make your farm a decent size. 3. Preparation for making long trips Before reaching steel, and progressing from steel forward, you'll find that you need to find some rather rare ores and minerals. Finding those can take a long time and require walking long distances (Sometimes up to 5km or more from your base) so you better be prepared. Now that you have iron you can make some even better tools, weapons and armor, which will greatly aid you in your quest. Before going make sure you have everything and be prepared to run back to base a lot.If you have enough materials and a helping hand to make and lay minecart tracks, that's a way of doing it as well. 4. Venturing out After setting off you should look for different types of surface rocks. In TerraFirma the rocks are split into 3 layers. In every rock "biome" the rock layers are random, so if you're looking for a specific second or third layer, dig down and check. If you find what you need, make an ore outpost and start mining.This method of taking "core samples" is devised by Mayaknife. Tips for the Blast FurnaceIn the current version of TerraFirmaCraft (0.77.22) the blast furnaces have proven to be a bit buggy. First of all, they don't smelt as much ore as intended (I'm guessing 32 ore or more. Currently holds 20 pieces of ore). Also, I'm not sure if this was intended, but firing a blast furnace and leaving it won't result in the ore getting smelted, instead just standing there, eating your precious charcoal. I've found a way to make it work, not sure if it's already known.1. How to make Make the blast furnace as you normally would, but make sure the chimney is 6 block high (Max).Make sure you have bellows. 2. How to use Get 20 pieces of ore, 20 flux and 20+ charcoal. Throw the charcoal first, followed by the flux and ore. After that wait for the temperature gauge to stop rising on it's own. When it stops, start pumping the bellows to rise the temperature and check the furnace from time to time. Doing that for about 3-5 game hours will cause the metal to melt and drop into the crucible. Now, I've said 20+ charcoal, so I don't give away the exact number, but you shouldn't throw in a full stack of charcoal. Upon throwing the charcoal the furnace will consume 21 and any excess will stay in the chimney. When the amount of charcoal in the furnace drops, it'll consume a piece and continue. If you drop a lot of charcoal, upon smelting the ore, the gauges for ore and charcoal will begin to drop, but that'll result in the furnace consuming more of the charcoal you threw, resulting in a loss of charcoal. If you want to save up on a bit of charcoal, throw in a new batch of iron immediately after the previous one is done. That way the furnace, being preheated, will smelt the ore faster. Tip by Juan Vino. Strongcraft tips These tips are for players who have the Strongcraft modpack installed. They give information about things some players would like to learn on their own.1. Composite Bows (Durability) When making composite bows, which require both softwood and hardwood, make sure to use hardwood for the bow limbs and softwood for the handle. That way the bow will have more durability 2. Sluicing (Using sand) You are going to use sluice to find gems in order to make ore searching staffs. Feeding sand into a sluice will increase its chance of finding gems. You can get sand in large quantities in deserts. 3. Ore staves (Narrowing down ore positions) High quality staves will indicate if a certain type of ore or mineral is in the area around you. But since it doesn't give any other information, in order to narrow down the position of the ore, you could make lesser staves with smaller jems and cheaper rods, or even sticks.The range of the staves is unknown, so have fun experimenting. I apologize in advance for any spelling or grammatical errors, as well as any information that might not be correct.That's about it, I think. Hope it's been helpful and happy mining.
  3. [TFC 0.77.22] Strongcraft (v0.1.4)

    I know it's been a while since someone has posted here, but I'll just say that I really enjoy what you've made here. The pack made me do things I wouldn't do otherwise, like fishing for glue and sluicing for gems and that's great. I'm using everything except for the Encumbrance and the Stick piles. And that brings me to my main point. Sticks and the way you store them. The amount of sticks one can store in a pile is just to small for my liking. For one that has a designated double chest for sticks, that's a bit inconvenient. Also, with the addition of types of sticks it gets even messier. Now, I'm not saying that the desing choice of 256 sticks in a pile is bad, but still. Where I live you can buy wooden rods to be used as handles for different tools, mainly shovels and axes. The shovel rods are just a wooden cylinder with smooth edges and a diameter of about 2,5cm. Now let's say the "sticks" you get in Minecraft are 1m long rods (Mainly because tools are one-handed) with a diameter of 4cm (For the sake of Minecraft, I'll use powers of 4). A full pile of sticks should take the full space inside a cube with a 1m side (You know, 1 block in minecraft has a side of 1m). I'm saying the whole space just so the player can place another pile on top of the first one if it's full (Think log piles). Now, with a length of 1m and a diameter of 4cm you can place 25 layers of 25 sticks in a single block. That makes 625 sticks. For the sake of Minecraft make that 640. That's 10 stacks in a single pile. Again for the sake of Minecraft make those stacks 8, 12 or 16, whichever. As for the ways you can take sticks out, you could just use what TFC already has - log piles. Instead of making complicated button combinations to take one stick, one stack or all of them just make it so when you right-click the pile it opens a GUI where you can do whatever you want, be that splitting stacks or shift-clicking sticks in and out. Now I don't know how hard it is to make a custom GUI, but it would work just fine. Sorry for the lengthy post. I'm no coder or mod developer, so I don't know the difficulties of being one. Again, thanks for the rad modpack.
  4. Bugs?

    I actually did that. Many times. But it seems that it's a coding error from bioxx. Also it says that in 68 they will be fixed. Thanks anyway.
  5. Bugs?

    Just in: Build 68 will fix food being white squares. Ok, but what about rocks, those are white squares for me as well, and ideas?
  6. Build 67 Bug Report

    Question, how did you get the mod to work. I tried many times and but to no avail. I also created a thread about my problem (as well as one more member, who also created a thread about that). If you could help us, please reply. Thank you in advance.
  7. [B67] Babby's Guide to Installing?

    It appears that I have the same problem. But it also appears that You have posted this thread while I was making mine. I hope we don't get in trouble for making the "same problem" posts next to eachother. On the other hand I would be very happy If anyone can help us.
  8. TFC Beta Build 67 Crash on Startup

    Hello people, I require help with TFC Build 67 because I get a crash on startup. I would like to point out that I installed the mod on a fresh Minecraft 1.4.5, using Forge 6.4.0.395 and Universal 1.0 Version of Player API. Other mods I have added are NEI and it's CoreChicken requirement, both the right versions, Rei's Minimap as well as OptiFine Ultra D3 for 1.4.5. After the first several tries I removed my whole .minecraft and started anew, this time only adding Forge, the API and the mod and still no success. When removing the TFC.zip, thus leaving us with Forge, API, OptiFine, NEI with ChickenCore and Rei's Minimap everything works properly. As a result of this deduction I can claim that the source of my problems is the mod itself. Now, can anyone offer any help? I've been doing modpacks for a while but this problem baffles me. I have provided the full crash log below using the Simple Minecraft Error Test. Thank you in advance. http://pastebin.com/nwD8aBBY P.S. I think I should mention that when I install it on my server, the server loads the mod properly and creates a TFC world. I know it works because it creates the TFC configs and the server took 33 seconds to create, as opposed to a vanilla world, which takes 12 second.